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shader-minifier-tips.md

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shader-minifier-tips.md

shader_minifier is good. The behavior is kinda jej though. This tips should cover all the tips you have to care when you are using shader_minifier.

Precisions

It will be handled automatically in shader-minifier-loader.

It doesn't accept precision <precision> <type>; for some reasons. There are a workaround that put //[ and //] around the line (shoutouts to davidar):

//[
precision highp float;
//]

Error Examples

Parse error: Error in <path>: Ln: 5 Col: 17
precision highp float;
                ^
Expecting: '('

Issues

(issue)

Preprocessor Branches

Preprocessor branching often triggers issues on minified output. Use with cares.

The branch below should be accepted without problems:

vec3 func() {
  vec3 ret;
#ifdef CONDITION
  ret = vec3( 1.0 );
#else
  ret = vec3( 0.0 );
#endif
  return ret;
}

For more details, see these issues below.

Error Examples

ERROR: 0:9: 'r' : undeclared identifier
ERROR: 0:9: 'constructor' : not enough data provided for construction
ERROR: 0:30: 'm' : variable expected
ERROR: 0:30: 'return' : function return is not matching type:
ERROR: 0:25: 'ifdef' : unexpected end of file found in conditional block

Issues

Overloading

I don't think overloading is not working properly for most of cases.

Error Examples

ERROR: 0:11: 't' : no matching overloaded function found
ERROR: 0:11: '=' : dimension mismatch
ERROR: 0:11: 'assign' : cannot convert from 'highp 3-component vector of float' to 'highp float'

Variable Declarations

Variable declarations with same types (especially, uniforms) should be done at once.

// uh
uniform float uHoge;
uniform float uFuga;
uniform vec3 uFoo;
uniform float uBar;
// -> uniform float uHoge,uFuga;uniform vec3 uFoo;uniform float uBar;

// better
uniform float uHoge;
uniform float uFuga;
uniform float uBar;
uniform vec3 uFoo;
// -> uniform float uHoge,uFuga,uBar;uniform vec3 uFoo;

Preprocessor Constants

Defining constants should be performed using const rather than #define.

// no
const float PI = 3.14159265;
const float TAU = 6.283185307;
// -> const float PI = 3.14159265;
//    const float TAU = 6.283185307;

// preferable
const float PI = 3.1415926535;
const float TAU = 6.283185307;
// -> const float e=3.14159,s=6.28319;

You might want to also avoid macros with arguments for the same reason.

Hentai Preprocessors

You can't use your favorite beat preprocessor. damn.

// won't compile
#define beat *60.0/BPM

t = mod( time, 2.0 beat );

// use this instead
const float BEAT = 60.0 / BPM;

t = mod( time, 2.0 * BEAT );

Error Examples

  int prog = int( mod( time.z / ( 8.0 beat ), 8.0 ) );
      ^
Expecting: infix operator, postfix operator, ',' or ';'